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dungeon-gunner/source/abstract/Character.h

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/*
* Actor.h
*
* Created on: 02.09.2012
* Author: Felix
*/
#ifndef DG_ACTOR_H_
#define DG_ACTOR_H_
#include "Circle.h"
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class Pathfinder;
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class World;
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class Weapon;
class Yaml;
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/**
* Provides think function for AI, manages health, drops body on death.
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*/
class Character : public Circle {
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public:
explicit Character(const sf::Vector2f& position, Category category,
unsigned short mask, const Yaml& config, World& world,
Pathfinder& pathfinder);
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virtual ~Character() = 0;
void onDamage(int damage);
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public:
/// Maximum distance where an enemy will be detected.
static const float VISION_DISTANCE;
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protected:
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virtual void onThink(int elapsed);
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virtual void onDeath();
float getMovementSpeed() const;
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void pullTrigger();
void releaseTrigger();
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bool setDestination(const sf::Vector2f& destination);
bool isMoving() const;
bool isVisible(const sf::Vector2f& target) const;
std::vector<std::shared_ptr<Character> > getCharacters() const;
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private:
void move();
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private:
friend class World;
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World& mWorld;
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Pathfinder& mPathfinder;
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const int mMaxHealth;
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int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
const float mMovementSpeed;
std::unique_ptr<Weapon> mWeapon;
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std::vector<sf::Vector2f> mPath; //< Contains nodes to reach a set destination.
sf::Vector2f mLastPosition;
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};
#endif /* DG_ACTOR_H_ */